Evo
Character Name
Class & LevelLVL 1 Cleric
BackgroundRival Intern
Player NamesKiDa
RaceBronze Dragonborn
AlignmentTrue Neutral
Experience Points0
Strength13
+1
Dexterity14
+2
Constitution13
+1
Intelligence13
+1
Wisdom15
+2
Charisma15
+2
+2
Proficiency Bonus
12Armor Class
+2Initiative
10Speed (ft)
Hit Point Maximum
Hit Point Maximum: 7
Hit Points
7
Hit Dice
1d6
Death Saves
Successes
Failures
Cleric
Saving Throws
Strength+2
Dexterity+1
Constitution+2
Intelligence+1
Wisdom+4
Charisma+5
Skills
Acrobatics(Dex)+1
Animal Handling(Wis)+2
Arcana(Int)+1
Athletics(Str)+2
Deception(Cha)+3
History(Int)+3
Insight(Wis)+2
Intimidation(Cha)+3
Investigation(Int)+3
Medicine(Wis)+2
Nature(Int)+1
Perception(Wis)+2
Performance(Cha)+3
Persuasion(Cha)+5
Religion(Int)+1
Sleight of Hand(Dex)+1
Stealth(Dex)+1
Survival(Wis)+2
Attacks & Spellcasting
>
NameBonusDamage / Effect
Quarterstaff +31d6+1 Bludgeoning
Simple melee weapon. Versatile: 1d8+1 bludgeoning when wielded two-handed.
Unarmed Strike +11d1+1 Bludgeoning
Basic melee strike.
Fire Bolt +31d10 Fire · 120 ft
Ranged spell attack.
Chill Touch +31d8 Necrotic · 120 ft
Ranged spell attack. Target can’t regain hit points until the start of your next turn.
Ray of Frost +31d8 Cold · 60 ft
Ranged spell attack. Target’s speed is reduced by 10 ft until the start of your next turn.
Thunderclap CON Save · 1d6 Thunder (5 ft)
Each creature within 5 ft must make a Constitution saving throw or take thunder damage.
Druidcraft Utility cantrip
Simple nature magic (predict weather, light/snuff small flames, harmless effects).
Spell Save DC
11
Spell Attack
+3
1st Level Slots (2)
Catapult · Witch Bolt · Magic Missile
Proficiencies & Languages

WEAPONS
Dagger, Dart, Light Crossbow, Quarterstaff, Sling

ARMOR
None

TOOLS
Herbalism Kit

LANGUAGES
Common, Elvish, Sylvan

14 Passive Wisdom (Perception)
Personality Traits
Bright-eyed and competitive. Evo takes notes on everything and treats every encounter like a lesson he refuses to fail.
Ideals
Prove your worth through service. Power is meant to protect, not posture.
Bonds
The internship that brought him here — and the rival who thinks he doesn’t belong — are both storms he intends to outlast.
Flaws
Pride. If challenged, he’ll push too hard and forget to ask for help until lightning has already struck.
Features & Traits
Arcane Recovery 1/Day · SR
Once per day on a Short Rest, recover spell slots totaling ≤ half wizard level (rounded up). At Level 1: recover one 1st-level slot. Cannot recover 6th level or higher.
Wizard Spellbook 6 Spells · +2/Level
Contains 6 prepared 1st-level spells. Gain 2 new spells per wizard level. Copy from scrolls and tomes (2 hrs + 50 gp/spell level). Spellbook is a pressed-flower diary that also happens to contain the secrets of arcane reality.
Campaign Standard: This sheet lists only features explicitly present on the starting PDF. Racial/background traits are intentionally omitted here unless they appear on the official sheet export.
Evo
Character Backstory & Details
Evo
Physical Details
Size
Tiny (Fairy)
Eyes
Forest Green
Hair
Dark Brown, Braided
Wings
Translucent Green
Halo
Gilded · Glowing
Garb
Living Leaves & Vines
Equipment
Quarterstaff (Witherbloom-etched)
Arcane Focus Rod
Spellbook (pressed flowers inside)
Explorer's Pack
Herbalism Kit
Ink Bottle & Ink Pen
School Uniform
Book — Plant Identification
Iron Pot
Dagger
Dart (×several)
Sling
1 Gold Piece
Spellbook — Full Details
Thunderclap Cantrip · Evocation
Action. Each creature within 5 ft must succeed on CON save DC 11 or take 1d6 thunder damage. The sound is heard up to 100 ft away. Great for getting attention in small rooms. Scales at 5th, 11th, 17th level.
Chill Touch Cantrip · Necromancy · 120 ft
Ranged spell attack (+3). On hit: 1d8 necrotic damage, target cannot regain HP until start of your next turn. Against undead: disadvantage on attack rolls against you until end of your next turn. Scales at 5th, 11th, 17th level.
Druidcraft Cantrip · Transmutation · 30 ft
Whisper to nature spirits for harmless effects: predict weather in 24 hours, create a small sensory effect (falling leaves, animal sounds, faint odors), or snuff/light a small flame. She uses this constantly. More than is strictly necessary.
Fire Bolt Cantrip · Evocation · 120 ft
Ranged spell attack (+3). On hit: 1d10 fire damage. Ignites unattended flammable objects. Her primary combat cantrip — she aims with quiet precision. Scales at 5th, 11th, 17th level.
Ray of Frost Cantrip · Evocation · 60 ft
Ranged spell attack (+3). On hit: 1d8 cold damage and target's speed is reduced by 10 ft until start of your next turn. Scales at 5th, 11th, 17th level. Good for keeping things at arm's length — which is relevant when you're the size of a hand.
Catapult Level 1 · Transmutation · 60 ft
Action. Choose a Small-or-smaller object (1–5 lbs) not worn or carried. It flies up to 90 ft in a straight line; if it strikes a creature, DEX save DC 11 or take 3d8 bludgeoning damage. Spell ends on impact. Upcast: +1d8 per slot above 1st.
Witch Bolt Level 1 · Evocation · 30 ft · Conc.
Ranged spell attack (+3). On hit: 1d12 lightning damage. On each subsequent turn, use your action to deal 1d12 lightning automatically — no new attack roll needed. Ends if target leaves range or has total cover. Upcast: +1d12 per slot above 1st.
Magic Missile Level 1 · Evocation · 120 ft
No attack roll needed. Auto-hits. Create 3 darts of magical force, each dealing 1d4+1 force damage. Direct all at one target or split freely. Upcast: +1 dart per slot above 1st. The spell that ends arguments.
Character Notes
She arrived at Witherbloom with pressed flowers already in her spellbook and a question she hadn't told anyone yet.

The swamp suited her. It didn't apologize for being complicated, for smelling of both rot and bloom at once. It studied the same question she did: where exactly does life end and death begin — and is anything actually living in that gap?

She is very small. She compensates with extraordinary thoroughness. Her notes are annotated. Her annotations have annotations. Her spellbook has a table of contents and an index. She is, in her own words, organized.